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Messages - KlausGerken

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DFRPG / Re: Mental Toughness
« on: May 25, 2020, 03:28:39 PM »
Treating a Catch as a compel is in the rules under The Catch (under toughness powers) in Your Story

Thank you! But I can't find that in the rules. Do you have a page number for me?

DFRPG / Re: Mental Toughness
« on: May 22, 2020, 04:48:53 PM »
I have just read it up. The catch can only be -0, and always have to be very uncommon.

The logic of the main rule book which you are referring to is much more to my liking, but we play RAW. So we have to stay with the very uncommon catches here.

I need to think a bit more about your idea to treat a catch like a compel. Maybe you are onto something...

DFRPG / Re: Mental Toughness
« on: May 21, 2020, 01:00:34 PM »
Thanks for the reply, Taran.

It seems that the designers want the catch to be very narrow in scope, hard to guess and hard to hit. An example (Paranet Papers, p. 348) for a catch is "Mental Attacks focusing on isolation, exploiting his reliance on his contacts and political network." That's so narrow in scope I have a hard time imaging that coming up in game. And only while being attacked that way, his stresstrack drops back to normal? Or back to normal only against these kind of attacks?

I went your path of thinking first, as well, but the player didn't like it - and trying to understand the rules he might be right as mirrors and demonstrations of power are very, very common.

And since he would loose half his mental stresstrack, that is very important to him.

The more I think about this power, the less I like it. The game, esp. with a lot of refresh, is heavily biased towards mages. And this takes their one weakness: Not being able to fire of a spell for more that four rounds without consequences.

DFRPG / Mental Toughness
« on: May 20, 2020, 05:22:38 PM »

one of my players chose to use Mental Toughness at -4. (Its defined in Paranet Papers). He plays a stuffy old mage, german nobility as a background.

He had to define a catch for that, and chose "Vanity".

That did not work well when I raised that in game as the GM. We discussed it and figured that "Vanity" is always true, and as such not a good way to be his catch.

Now we are looking for a way to make this a fair part of the game. Any ideas, or any experience with this power? It seem very, very powerful for a mage.

DFRPG / Re: Assorted questions
« on: February 05, 2020, 09:07:07 AM »
We have a very long running campaign with a very high (16) Refresh with 2 WCVs. One went the "fighter" way, boosting Strength, Recovery and Speed. The other went the "Mind-Whammy"-way and that kind of fizzled out after a while. At first we added some extra steps for bonus damage on the Lust-Attack (basically going towards the Kiss of Death that the King of the WCVs has in the books, as her character is the WCV-Queen of Prussia), but you can never keep up with the bonus damage a wizard will dish out. And then there is always the question on which monsters the attack will work: Humans, sure. WCV - yes. BCV? No, yuck! Fey? Dunno, roll lore to declare.

The player then dropped her last points into a white panther shapeshift, because her WCV became a one-tick-pony. Either it can be mind-whammied, then she wins. Or not, then she's pretty helpless. As a shapeshifter she can fight a little better and has some more options.

DFRPG / Re: Bargaining with demons
« on: January 28, 2020, 09:12:59 AM »
How about the Demon asking for knowledge. Easy stuff at first, common knowledge about some restrictions in say shields cast with fire magic. Those questions are pretty tame. But later, if the wizard depends on him to gain infos, he asks for for more personal stuff in return. Personal information not of the wizard himself, but of an important person, either to your campaign, or a member of the Senior Council.

That could be a birthday, the middle name, stuff like that. In the end it becomes obvious that this demon is trying to compile data on that important person.

DFRPG / Re: [DFRPG] Magic Shields as a Block
« on: January 16, 2020, 04:30:32 PM »
Thank you, Taran!

Assuming you are right, in which Situations would you choose for Harry's Duster to act as Armor? The block seems to be the by far better choice.

DFRPG / [DFRPG] Magic Shields as a Block
« on: January 05, 2020, 12:34:56 PM »
So, I'm again at the point that I might have misunderstood a rule for a long long time. This time: Blocks in Fate 3 :D

Situation: Alex the mage is being attacked and - as a defensive action - calls up her rotespell sprit shield. It has a power of 6 shifts as she is a very experienced wizard.

I was thinking that a block works like this: If the attacker rolls 5 or less, the shield blocks all damage. If the attacker rolls 6 or better, the shield fails to block all damage - its as if it wasn't there.

Alex player thinks that a block works different: Roll of 5 or less: All damage is blocked. 6 or higher: The shield reduces the damage by the block strength, 6 in this case.

Arguments (for my interpretation):
YS210: "If he meets or exeeds the block strength, the action resolves normally". The example later is weird as Harry seems to roll a shield without any shifts put into the effort.
YS293: Carlos Shield can be either a 6 shift block or a Armor:3 - that only makes sense if the shield doesn't work if overmatched - otherwise the block would always reduce the damage by six, the armor only by 3.

Same goes for
Y303: Harry's Duster has also both block and armor values. But the duster might be different from the shield as it can be useful to have armor there: You can also roll a normal defense and then apply the armor. (But that is also true for the shield if you prepared it in advance and give it duration) 

Also, if you use a ritual to summon somebody (like Harry does with the Erlkönig), the circle is a block (stated somewhere in the Paranet Papers). The summoned entity overcomes the block to break free (my interpretation).

Arguments for her interpretation:
YS210: The example implies that the damage passing the block by Harry is reduced by the blocks strength.

Summoning: The block might reduce the Erlkönigs power by its strength to allow Harry to mentally duel the Erlkönig.

So, how do you guys use blocks?

EDIT: Removed some spelling mistakes.

DFRPG / Re: hellfire/holy water interaction?
« on: February 14, 2019, 02:36:48 PM »
To me it sounds like an opposed roll on conviction of the wielders.

DFRPG / Alchemy
« on: November 24, 2018, 06:17:21 PM »
I have a player who wants to become an alchemist.

What do we know about her character?

She's running a rather successful blog on supernatural occurrences. She is a minor talent (psychometric and cassandras tears). She is of gypsy blood. Gypsies seem to have something to do with BCVs - either minons, or in case of her grandmother, mortal enemies. She inherited a piece of jewelery that protects her from their domination.

As a player she's the kind of person who will press on the red button that is labeled "no not touch" just to see what happens. She is NOT good at creating aspects (but her character would be - she has all the awareness and knowledge skills).

She told me as the GM that she would like to learn some alchemy in the near future. I know its part of thaumaturgy, but seems overkill for what she wants to do.

Any ideas on how to give her some kind of alchemy that is both rules light (she's very much a casual gamer) and does not require her to come up with aspects?

DFRPG / Re: Backlash
« on: October 23, 2018, 08:28:54 PM »
Define "easily." What's the skill cap? And are they doing the proper things with the pyramid set-up of the specializations? Because that's another limiting factor.
Skill cap is +6, and yes, the pyramid (I assume you mean regarding focus items?) is being observed. But they do have a LOT of refresh and skill points by now, since we're playing for a very long time. That means that refinements has been taken very often.

DFRPG / Re: Backlash
« on: October 23, 2018, 04:46:32 PM »
Actually, they are (without mental fortitude, but one of them is has taken it last session) easily putting out 15shifts of energy...

DFRPG / Re: Backlash
« on: October 23, 2018, 12:28:42 PM »
First, if her base Conviction for that element is 6, then pulling up 10 power would go past her stress track (the boxes being, in this case, 6,7,8,9).

You are right, of course.

But that said, yes, it's two separate stress hits, not one added up.

Wizards and spellcasters are always a question of resources -- yes, they can throw out huge attacks, but they have, at most, four shots in them before they start doing serious damage to themselves, whereas Johnny McSwordsalot can keep swinging forever.

 There's lots of ways to balance casters in a party with non casters, but after 5 years? It might be time to finish the campaign and start fresh, especially if your other players effectively have no more advancement options. Better to start anew than to stagnate.

4 Shots? Thats no longer true, since Paranet Papers there is Mental Toughness to be had, for a longer mental stress track. Which also means that you can put more shifts into your spells - and with your interpretation of the rules, backlash isn't that much of a problem - so Wizards don't even need fate points to control MASSIVE amounts of power.

DFRPG / Re: Urban Magic
« on: October 22, 2018, 10:07:00 AM »
Exploiting the customs of the city sounds like a taggable Declaration to me. Invoke TICKET TO RIDE, get +2 to complexity/a casting roll. Thaumaturgy territory, for the most part, since most customs are too complicated for Evocation.

Those elements sound a bit narrow and esoteric for Evocation. I'm not sure how I'd zap a monster with a blast of Anonymity.

Electricity seems like a good element, though. I'd be inclined to include light and sound in its bailiwick, maybe even rename it to Energy. Asphalt/Building and Life are basically just Earth and Wood, so those work. But I'm not sure what you'd do with the other two. Maybe Spirit could stick around?

Accidental hexing being compel-based, it's not really a weakness for a player. It's like having no legs; sucks for the character, but the player's getting paid. Wouldn't break anything to just ditch it.

Still, thematically it's better to have a weakness. How about pollution? Cities put out a lot of smog and a lot of garbage. Maybe urban mages are just preternaturally filthy, like living smokestacks.

Anonymity is mostly veils, but also hacking, thinking about the rest. I want this guy to be a lot different from a normal wizard, not necessarily more powerful.

And the smokestack... AWESOME idea!

DFRPG / Re: Backlash
« on: October 21, 2018, 07:17:29 PM »
That is a campaign running for 5 years now. They have masive amouts of refresh and a high skillcap... it makes GMing then quite hard. And after a while the wizards (just like in D&D) just outpace the other characters. The WCV for example has no more options left for her and took shapeshifting just to have something to do...

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